1 | // %flair:license{
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2 | // This file is part of the Flair framework distributed under the
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3 | // CECILL-C License, Version 1.0.
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4 | // %flair:license}
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5 |
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6 | /*!
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7 | * \file Vector3D.h
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8 | * \brief Class defining a 3D vector
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9 | * \author Guillaume Sanahuja, Copyright Heudiasyc UMR UTC/CNRS 7253
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10 | * \date 2013/05/02
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11 | * \version 4.0
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12 | */
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13 | #ifndef VECTOR3D_H
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14 | #define VECTOR3D_H
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15 |
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16 | #include <stddef.h>
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17 |
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18 | namespace flair {
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19 | namespace core {
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20 | class Vector2D;
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21 | class RotationMatrix;
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22 | class Quaternion;
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23 |
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24 | /*! \class Vector3D
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25 | *
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26 | * \brief Class defining a 3D vector
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27 | */
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28 | class Vector3D {
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29 | public:
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30 | /*!
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31 | * \brief Constructor
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32 | *
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33 | * Construct a Vector3D using specified values.
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34 | *
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35 | * \param x
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36 | * \param y
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37 | * \param z
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38 | */
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39 | Vector3D(float x = 0, float y = 0, float z = 0);
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40 |
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41 | /*!
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42 | * \brief Destructor
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43 | *
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44 | */
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45 | ~Vector3D();
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46 |
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47 | /*!
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48 | * \brief x
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49 | */
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50 | float x;
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51 |
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52 | /*!
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53 | * \brief y
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54 | */
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55 | float y;
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56 |
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57 | /*!
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58 | * \brief z
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59 | */
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60 | float z;
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61 |
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62 | /*!
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63 | * \brief x axis rotation
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64 | *
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65 | * \param value rotation value in radians
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66 | */
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67 | void RotateX(float value);
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68 |
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69 | /*!
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70 | * \brief x axis rotation
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71 | *
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72 | * \param value rotation value in degrees
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73 | */
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74 | void RotateXDeg(float value);
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75 |
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76 | /*!
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77 | * \brief y axis rotation
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78 | *
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79 | * \param value rotation value in radians
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80 | */
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81 | void RotateY(float value);
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82 |
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83 | /*!
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84 | * \brief y axis rotation
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85 | *
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86 | * \param value rotation value in degrees
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87 | */
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88 | void RotateYDeg(float value);
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89 |
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90 | /*!
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91 | * \brief z axis rotation
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92 | *
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93 | * \param value rotation value in radians
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94 | */
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95 | void RotateZ(float value);
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96 |
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97 | /*!
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98 | * \brief z axis rotation
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99 | *
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100 | * \param value rotation value in degrees
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101 | */
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102 | void RotateZDeg(float value);
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103 |
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104 | /*!
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105 | * \brief rotation
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106 | *
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107 | * \param matrix rotation matrix
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108 | */
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109 | void Rotate(const RotationMatrix &matrix);
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110 |
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111 | /*!
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112 | * \brief rotation
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113 | *
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114 | * Compute a rotation from a quaternion. This method uses a rotation matrix
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115 | * internaly.
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116 | *
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117 | * \param quaternion quaternion
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118 | */
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119 | void Rotate(const Quaternion &quaternion);
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120 |
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121 | /*!
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122 | * \brief Convert to a Vector2D
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123 | *
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124 | * Uses x and y coordinates.
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125 | *
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126 | * \param vector destination
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127 | */
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128 | void To2Dxy(Vector2D &vector) const;
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129 |
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130 | /*!
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131 | * \brief Convert to a Vector2D
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132 | *
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133 | * Uses x and y coordinates.
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134 | *
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135 | * \return destination
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136 | */
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137 | Vector2D To2Dxy(void) const;
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138 |
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139 | /*!
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140 | * \brief Norm
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141 | *
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142 | * \return value
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143 | */
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144 | float GetNorm(void) const;
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145 |
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146 | /*!
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147 | * \brief Normalize
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148 | */
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149 | void Normalize(void);
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150 |
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151 | /*!
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152 | * \brief Saturate
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153 | *
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154 | * Saturate between min and max
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155 | *
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156 | * \param min minimum value
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157 | * \param max maximum value
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158 | */
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159 | void Saturate(const Vector3D &min, const Vector3D &max);
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160 |
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161 | /*!
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162 | * \brief Saturate
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163 | *
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164 | * Saturate between min and max
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165 | *
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166 | * \param min minimum Vector3D(min,min,min) value
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167 | * \param max maximum Vector3D(max,max,max) value
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168 | */
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169 | void Saturate(float min, float max);
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170 |
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171 | /*!
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172 | * \brief Saturate
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173 | *
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174 | * Saturate between -abs(value) and abs(value)
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175 | *
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176 | * \param value saturation Vector3D value
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177 | */
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178 | void Saturate(const Vector3D &value);
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179 |
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180 | /*!
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181 | * \brief Saturate
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182 | *
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183 | * Saturate between -abs(Vector3D(value,value,value)) and
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184 | *abs(Vector3D(value,value,value))
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185 | *
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186 | * \param value saturation Vector3D(value,value,value)
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187 | */
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188 | void Saturate(float value);
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189 |
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190 | float &operator[](size_t idx);
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191 | const float &operator[](size_t idx) const;
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192 | Vector3D &operator=(const Vector3D &vector);
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193 | Vector3D &operator+=(const Vector3D &vector);
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194 | Vector3D &operator-=(const Vector3D &vector);
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195 |
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196 | private:
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197 | };
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198 |
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199 | /*! Add
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200 | *
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201 | * \brief Add
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202 | *
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203 | * \param vectorA vector
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204 | * \param vectorB vector
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205 | *
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206 | * \return vectorA+vectorB
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207 | */
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208 | Vector3D operator+(const Vector3D &vectorA, const Vector3D &vectorB);
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209 |
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210 | /*! Substract
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211 | *
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212 | * \brief Substract
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213 | *
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214 | * \param vectorA vector
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215 | * \param vectorB vector
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216 | *
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217 | * \return vectorA-vectorB
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218 | */
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219 | Vector3D operator-(const Vector3D &vectorA, const Vector3D &vectorB);
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220 |
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221 | /*! Minus
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222 | *
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223 | * \brief Minus
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224 | *
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225 | * \param vector vector
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226 | *
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227 | * \return -vector
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228 | */
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229 | Vector3D operator-(const Vector3D &vector);
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230 |
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231 | /*! Divid
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232 | *
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233 | * \brief Divid
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234 | *
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235 | * \param vector vector
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236 | * \param coeff coefficent
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237 | *
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238 | * \return vector/coefficient
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239 | */
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240 | Vector3D operator/(const Vector3D &vector, float coeff);
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241 |
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242 | /*! Hadamard product
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243 | *
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244 | * \brief Hadamard product
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245 | *
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246 | * \param vectorA vector
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247 | * \param vectorBA vector
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248 | *
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249 | * \return Hadamard product
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250 | */
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251 | Vector3D operator*(const Vector3D &vectorA, const Vector3D &vectorB);
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252 |
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253 | /*! Multiply
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254 | *
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255 | * \brief Multiply
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256 | *
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257 | * \param vector vector
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258 | * \param coeff coefficent
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259 | *
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260 | * \return coefficient*vector
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261 | */
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262 | Vector3D operator*(const Vector3D &vector, float coeff);
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263 |
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264 | /*! Multiply
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265 | *
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266 | * \brief Multiply
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267 | *
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268 | * \param coeff coefficent
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269 | * \param vector vector
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270 | *
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271 | * \return coefficient*vector
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272 | */
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273 | Vector3D operator*(float coeff, const Vector3D &vector);
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274 |
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275 | /*! Cross product
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276 | *
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277 | * \brief Cross product
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278 | *
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279 | * \param vectorA first vector
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280 | * \param vectorB second vector
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281 | *
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282 | * \return cross product
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283 | */
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284 | Vector3D CrossProduct(const Vector3D &vectorA, const Vector3D &vectorB);
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285 |
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286 | /*! Dot product
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287 | *
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288 | * \brief Dot product
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289 | *
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290 | * \param vectorA first vector
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291 | * \param vectorB second vector
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292 | *
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293 | * \return dot product
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294 | */
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295 | float DotProduct(const Vector3D &vectorA, const Vector3D &vectorB);
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296 |
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297 | } // end namespace core
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298 | } // end namespace flair
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299 |
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300 | #endif // VECTOR3D_H
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